"games"

A Filipino gamer tries a new video game called "Real Life," and encounters glitches that hinders the player to stop. The scenarios that are happening within the game come to life as they realize these situations happen in reality as well. This video animation explores issues on overpopulation and its consequences through the eyes of a Filipino youth playing a video game that is as close as real life.

Learn how Zynga, the world's leading provider of social game services, is bringing its games to all platforms via Adobe Flash, AIR, Starling, and Stage 3D. Don't miss this session to understand how Zynga builds and optimizes its games to deliver native performance across all devices and platforms, and how the company is connecting millions of players via a common platform.In particular, we'll discuss:• Specific problems, solutions, and learnings from various production projects• How Zynga leverages its BRO high-performance render engine to move more complex games to other platforms• How the move toward multiplatform development is changing• How new mobile and web games are being designed and developed

In the ever increasingly mobile-dominated world, it has become vital that your games work across both mobile and desktop browsers. Join Richard Davey from Photon Storm as he takes a look at the current state of HTML5 mobile browser–based gaming and where it's headed in the near future. Geared toward those entering mobile browser game development, this session will cover:• Performance tips• Animation and audio handling• Common pitfalls and how best to resolve them using a framework-agnostic approach

Learn what it takes to become successful in the casual gaming world. If you are interested in serious game development but hesitant to take the next step, this session will help you move forward. Come discover the opportunities that are available with Adobe Flash.Ross Przybylski, game designer/developer and Adobe Game Developer Influencer, will share his experience in:• How to transition from game design hobbyist to successful game developer using Adobe Flash technologies• Why Flash is the platform of choice for creating cross-platform, multiscreen games• Overcoming challenges such as game engine creation, programming artificial intelligence, and designing multiscreen interfaces• Monetizing your game efforts

Senior Product Manager Tom Barclay shows you the major improvements in Flash Professional CC, which has been completely rearchitected to be faster and more reliable. He'll also demonstrate exciting new features like HD video export, a new code edtitor, live drawing and coloring, and enhanced HTML publishing.

Overview: Work faster than ever before with a 64-bit architecture, a new streamlined user interface, and more connected tools. Create HTML content and export high-definition video and audio. Share work directly from within the application.

Learn how to build a multiplayer, multidevice game using only HTML5, CSS3, and JavaScript that runs on desktop and tablets and is controlled by your phone. Join product experts Paul Burnett and Michael Stoddart to discover:• How to build a workflow using Adobe Edge Code, Edge Animate, and PhoneGap to create both the game and the controller• How to use Box2DWeb and jQuery to create the logic for the game and CSS3 to create and animate the game display• How to set up and use Node.js, Socket.IO, and Express to build a multiuser controller for the game• Insights into the challenges faced in building the game, and their solutions

Join Jonathan Hawke from Resn, creators of the online energy ball, for a fireside chat delving into some of the latest and more unconventional game control techniques. Using game examples such as Resn's Face Arcade and the EDF London 2012 Light Games, we'll discuss:• How to use common hardware such as web cameras, the humble computer mouse, and mobile phones in innovative ways to surprise and more deeply engage audiences• Using Adobe Flash technology, HTML, and other wizardry to build mind-boggling games for multiple platforms, including desktop browsers, iOS, and Leap Motion• How to generate (hopefully) original game experience ideas that get right inside your audience's heads

Join us for a panel discussion with the developers of Starling, Away3D, and Feathers, all well-known ActionScript and Stage3D based frameworks frequently used in game development with Flash technologies. Hear their insight on the future of this field, and have an opportunity to get your own questions answered.During this session, our panelists will answer:• Where are these frameworks heading? • What other alternatives are out there? • How about collision, AI, physics, and other game engine–specific frameworks? There will also be time allotted for an audience Q&A session.

Discover WebGL and Stage3D for Adobe Flash Player, two emerging technologies in the world of 3D online game development. Join Andrew Phelps, faculty member in the Rochester Institute of Technology Game Design & Development program, as he explains how his students tackle the challenges of game design with these modern platforms.You'll hear about:• The experiences students in his program had building game engines with HTML5/WebGL and Stage3D (development, workflows, and so on)• Sample work and projects that were created during the course• The successes and failures encountered along the way

Video games are more than 40 years old, and we are starting to see repeated patterns of audience engagement. We'll show how the time between success reinforcement and the size of an audience have been linked for nearly the last 40 years. Hear from Richard Hileman, Electronic Arts chief creative director, as we explore:• How today's mobile, tablet, social, web, and console games, and new platforms like Connected TV, reflect the link between success reinforcement and audience size• How the complexity of the controller and the game serves as an audience filter over time, by impacting the learning curve of the game • How web-based platforms, combined with innovations in controlling games, can significantly boost the size of the game-playing audience

Hear how rehabstudio, a leading digital agency, created ArtCade, a unique gaming platform that lets teens scan art on packs of iD Gum to unlock, play, and share games. We'll be joined by a diverse cast of characters to share with you the production story and tricks behind:• Creating a game platform and 18 games in less than 3 months• Using Adobe Flash technology and Adobe AIR to create native apps for iOS, Android, and Facebook• Using a single codebase for web, iOS, and Android across tablet and mobile• Creating a Facebook scoring and achievement engine• Using Starling for hardware acceleration, sprite sheets, and retina support for iOS and Android

See how game developers and publishers around the world continue to push the limits of what's possible on the web and on mobile devices with the latest Adobe Flash gaming technology. You'll have the chance to see some of the newest and most innovative games delivered with Flash.Join members of the worldwide Gaming Evangelism team as they:• Showcase 10 of the most impressive desktop and mobile games from around the world• Explain the story, production process, and technology behind each game• Discuss the keys to success in a global market

Explore the exciting possibility of making a multiplayer game for multiple devices using the same codebase while maintaining desktop-like game quality. The session will be taught by two experts from Frima Studio: Jean-Philippe Doiron, principal architect R&D, and Luc Beaulieu, CTO.Join us to learn about:• The use of Stage3D across web and mobile deployments (with Adobe AIR)• The challenges encountered when attempting to maintain high-performance specifications on mobile devices • The required production pipeline and guidelines for deploying and debugging on iOS and Android • An overview of the deployment process, from start to finish• Techniques used to go from low fps for static scenes to 30+ fps for full gaming, like batching, change in render target, overdraw, native extensions, and FlasCC

Does your game need to integrate with the iOS Game Center? How about including an in-app purchasing system? Learn how to go beyond the standard ActionScript API when developing mobile games with Adobe AIR, part of the Adobe Game Developer Tools in the Adobe Creative Cloud. Come to this session to understand and learn in more detail how to:• Write your own extension using native code, and develop the ActionScript API that wraps it• Package a native extension, and reuse it during your game development• Leverage third-party native extensions available today

Join Adobe Evangelists James Li and Peter Huang as they show how to use Adobe Creative Cloud for character animation and game art design. They'll demonstrate a highly efficient workflow to create lively GPU-accelerated, interactive 2D skeletal game animations.Li and Huang will cover:• Game animation design: How to architect, design, and create game assets with Adobe Photoshop, Illustrator, and Adobe Audition• Game animation implementation: How to create skeletal animations in Adobe Flash Professional using the DragonBones design panel • Integration with a game engine: How to export your animations into texture assets in different formats for popular GPU rendering frameworks like Stage3D or cocos2d

The Oklahoma Sooner football team converted its print Gameday program to an iPad and iPhone app using Adobe Digital Publishing Suite. The app heightens the reading experience through video and audio recordings of past games and extended stats and information on each player. The Sooners are leaders in re-imagining a print product on an interactive mobile device.

Learn how text rendering works in the Starling framework, and understand the two types of fonts you can use to display text in your games. (Learn more about Adobe gaming technologies in the Game Development Center.)

Add food items to the in-game screen randomly and animate them, and detect collisions between the items and hero using similar techniques used for obstacles. (Learn more about Adobe gaming technologies in the Game Development Center.)

Write the base code needed to control the game state and hero's speed, define the idle state, add the Start button, and make the hero fly in. (Learn more about Adobe gaming technologies in the Game Development Center.)

Learn how the artwork and animation for the Hungry Hero game were built and how the sprite sheet is created using Texture Packer, then run the animation in the project. (Learn more about Adobe gaming technologies in the Game Development Center.)

Exploring the Image, Texture, and Button classes, this episode gives insights into building the Welcome screen of the Hungry Hero game. (Learn more about Adobe gaming technologies in the Game Development Center.)

Build games for web and devices using Starling framework, and take advantage of the Stage3D feature in Adobe Flash Player to hardware-accelerate your 2D games. (Learn more about Adobe gaming technologies in the Game Development Center.)

Animate the hero based on mouse and finger position, learn about ways of detecting collisions in games, and write the detecting logic for this game. (Learn more about Adobe gaming technologies in the Game Development Center.)

On June 30th at the X Games in Los
Angeles, CA, Team Hot Wheels made history with one of the most daring stunts in the world: the Hot Wheels Double Loop Dare.
Video editor Jeff Tober, a long time Avid and Final Cut Pro editor, and the team at Bandito Brothers filmed the stunt with a total of 36 RED EPIC, Canon DSLR, and Go Pro cameras and then edited the footage in Adobe Premiere Pro on an HPZ820 RED Edition workstation in less than three hours for posting on the Mattel website and YouTube. Watch this video to learn more about how the Hot Wheels stunt film was created and how the crew overcame the tight timeline and other challenges in this shoot.

On June 30th at the X Games in Los
Angeles, CA, Team Hot Wheels made history with one of the most daring stunts in the world: the Hot Wheels Double Loop Dare.
Video editor Jeff Tober, a long time Avid and Final Cut Pro editor, and the team at Bandito Brothers filmed the stunt with a total of 36 RED EPIC, Canon DSLR, and Go Pro cameras and then edited the footage in Adobe Premiere Pro on an HPZ820 RED Edition workstation in less than three hours for posting on the Mattel website and YouTube. Watch this video to learn more about how the Hot Wheels stunt film was created and how the crew overcame the tight timeline and other challenges in this shoot.

On June 30th at the X Games in Los
Angeles, CA, Team Hot Wheels made history with one of the most daring stunts in the world: the Hot Wheels Double Loop Dare.
Video editor Jeff Tober, a long time Avid and Final Cut Pro editor, and the team at Bandito Brothers filmed the stunt with a total of 36 RED EPIC, Canon DSLR, and Go Pro cameras and then edited the footage in Adobe Premiere Pro on an HPZ820 RED Edition workstation in less than three hours for posting on the Mattel website and YouTube. Watch this video to learn more about how the Hot Wheels stunt film was created and how the crew overcame the tight timeline and other challenges in this shoot.

On June 30th at the X Games in Los
Angeles, CA, Team Hot Wheels made history with one of the most daring stunts in the world: the Hot Wheels Double Loop Dare.
Video editor Jeff Tober, a long time Avid and Final Cut Pro editor, and the team at Bandito Brothers filmed the stunt with a total of 36 RED EPIC, Canon DSLR, and Go Pro cameras and then edited the footage in Adobe Premiere Pro on an HPZ820 RED Edition workstation in less than three hours for posting on the Mattel website and YouTube. Watch this video to learn more about how the Hot Wheels stunt film was created and how the crew overcame the tight timeline and other challenges in this shoot.

Game developers talk about why they love developing games in Flash: easy workflow, maximum exposure, rapid prototyping, ubiquity of experience across devices, Stage 3D, graphics acceleration, and the ability to distribute to multiple platforms.

Lee Brimelow and Tom Nguyen highlight an array of new browser-and-device-friendly features in Flash Player 11.2 such as silent background updates, multi-threaded decoding for video, and mobile stage 3D, which delivers optimized performance for game development.

Technical Evangelist Andrew Trice covers Adobe AIR with captive runtime support for mobile application development, which will benefit your Flash Builder projects for Android OS. (Learn more about Adobe gaming technologies in the Game Development Center.)

Learn how to analyze, benchmark, and improve the results of games built with Flash technology. Hear Mike Hawkyard from 4T2 Multimedia explain how game design and tracking procedures can be combined to produce enhanced commercial results for global brands.

Come to this session to learn the best techniques to create 2D Adobe Flash technology–based games for the consumer TV space. With the introduction of Adobe AIR for the digital home, game developers using Flash can now expand their work to yet another platform, while reusing the same code base and tools (Flash Professional CS5.5, Flash Builder 4.5.1, and so on). Paul Clancy, lead developer at PlayJam, will talk in depth about TV game types, screen constraints, input methods, best practices, publishing, and distribution. Don't miss the opportunity to take your games to the big screen.

Join Tom Nguyen and Thibault Imbert, product managers for the Adobe Flash Player and Adobe AIR runtimes, for a deep dive into all the new features introduced in Flash Player 11 and AIR 3. The web is going to change, and this session will show you how to be prepared.

Take a critical look at the game interface, the part that most players fail to acknowledge but that provides information to facilitate game flow and can add to the overall immersive gaming experience. This session will delve into several topics, such as why graphical interfaces are key in game design, how to avoid overloading your players with too much information or visual clutter, and best design practices and tips.

Be sure to attend this session if you want to know more about how to use Adobe Alchemy in real projects. Alchemy enables the conversion of C and C++ code into high-performance ActionScript bytecode for use in Adobe Flash and Adobe AIR applications.

Stage 3D introduction in Adobe Flash Player and Adobe AIR lets you use techniques such as deferred lighting, screen space dynamic shadow, MRT, and more through vertex and fragment shaders. Join Jean-Philippe Doiron, Principal Architect R&D at Frima Studio, and Jean-Philippe Auclair, R&D Architect, for a deep dive into GPU programming with the new Flash Player, and discover how to produce beautiful GPU effects that are reusable in your games and applications.

Find out how to code a game that performs up to the user's expectations. One key advantage of Adobe Flash is the ability to publish your games across multiple devices while maintaining a single code base. Come to this session to discover several tips and tricks that help maintain performance across each operating system. Important game development techniques, such as blitting, upscaling assets across different screen resolutions, sprite sheets, and bitmap caching, will also be discussed.

Get a preview of the new 3D capabilities (Molehill) in Adobe Flash Player. Thibault Imbert, product manager for the Adobe Flash runtimes, and Luc Beaulieu, CTO at Frima Studio, will showcase what can be done with Molehill using many examples. They'll also share their thoughts about how it will change online gaming in the years to come. This session demonstrates the full potential of Molehill, both technical and artistic.

Join developer Jesse Freeman to get insight into how to take advantage of blitting in desktop, web, and mobile Flash apps. With over seven years of experience developing in Adobe Flash, Freeman has worked for VW, Tommy Hilfiger, Heavy, MLB, the New York Jets, HBO, and many more. By looking at real-world examples of blitting such as The Johnny Cash Project, HBO.com, and others, you'll get a better understanding of how to use blitting techniques in your own projects.

Learn how to use Stage 3D (aka "Molehill"), the new low-level GPU-accelerated APIs in Adobe Flash Player, to develop high-performance 2D games. Thibault Imbert, product manager for the Adobe Flash runtimes, will explore these new APIs and their usage inside game frameworks and engines. Stage 3D is going to change the web for 2D and 3D gaming, and this session will show how to make the most of it.

Join experts from Adobe and the Amazon Web Services team to discover how to leverage the power of Amazon Web Services (AWS) running Adobe Flash Media Server on AWS. Flash Media Server on AWS can be used for high- or low-volume media streaming and social applications such as video chat or multiplayer games. Learn how to configure the Flash Media Server AMI for HTTP video streaming and connect to the Amazon CloudFront CDN. Hear about the options available, tips and tricks from the experts, and new features and functions that will be available later in 2011.

Emmy Huang, Group Product Manager, Adobe Gaming Solutions, demonstrates how Adobe is driving a new generation of gaming and other immersive experiences on the Web. Danny Winokur provides a wrap-up to the Day 2 keynote.

Join Nicholas Kwiatkowski, leader of the Michigan Flex User Group, on an Adobe Flash Platform and hardware interactions adventure. Discover how devices like Microsoft Kinect and the Arduino prototyping board can bring Flash into the physical world. In this session, you'll learn how to integrate your Flex and Adobe AIR applications with physical hardware for an impressive combination of technologies.

Take a dive deep into the techniques required to build the best games. Building games is fun, but building them well takes skill and experience. Ben Garney, core Flash architect at Push Button Engine and one of the most well-known names in the Adobe Flash gaming industry, will put some powerful tools into your game development toolkit: finite state machines, numerical simulation, components, data-driven definitions, and more. Build better, more interesting games faster and with less risk.

Join Tom Nguyen and Thibault Imbert, product managers for the Adobe Flash Player and Adobe AIR runtimes, for a deep dive into all the new features introduced in Flash Player 11 and AIR 3. The web is going to change, and this session will show you how to b

Learn more about how to build the next generation of action games with new the Flash Stage 3D API. This session will cover the key steps required to create an advanced first-person shooter gameplay, such as creating a scene and adding a person, movement, shooting, camera following, animations, and more, all in the context of 3D.

Content providers can take advantage of Adobe AIR to deliver console-quality games, rich media apps with premium video across televisions, Blu-Ray players and set-top boxes. Take a look at successful AIR apps for iOS.

Addiction is a difficult thing to overcome, and especially when you don’t understand that you are addicted. In this film we follow a high-schooler, named Derrick. Most addictions are to drugs, but in this case we follow the addiction to the video game world. Derrick is addicted to video games and it envelopes his world. What is Derrick going to do when he sees his future.

A group project which was created with the idea of "gender identity" in mind. A classic spin on the old idea of "girls can do anything boys can do," this project show that not only can girls play football, but in some cases, they can play it even better than a boy can! The style of black & white video along with ragtime music, and title cards is meant to evoke the early silent film era.

Platform Evangelist Tomas Krcha introduces the basics of 3D in Flash with a demonstration of the Alternativa 3D Platform Engine. (Learn more about Adobe gaming technologies in the Game Development Center.)

Adobe Product Manager, designer, and developer geek Doug Winnie discusses (and acts out) the most common designer/ developer issues, and offers predictions on how Adobe will help ease the pain in 2011.

Learn the tools of the trade for creating great games for the Adobe Flash Platform, including enhancing the fun factor, optimizing performance, and deploying across devices. John Say and his team at Say Design have enjoyed the excitement and rewards of building a wide variety of games over the last ten years using the Flash Platform. From the web to mobile to kiosks, they have delivered games on almost every device enabled for the Flash Platform. Catch up on their latest tips and tricks for Flash Player on mobile.

Learn how you can leverage peer-to-peer communication in Adobe Flash Player to enable multiplayer games on Facebook. This session will include an in-depth tutorial on peer-to-peer technology, a demo of how to use peer to peer in your games with Adobe Flash Builder and Flash Professional CS5, and deployment on the Facebook platform.

Join Adobe Platform Evangelist Renaun Erickson to learn how to develop, optimize, and deploy an Adobe AIR game on the Android mobile platform. Get the lowdown on using features like gestures, touch, bitmap transformations, and peer-to-peer networking to take your game to the next level on mobile devices. Sample code will be available to participants after the session.

Learn how to develop games based on Flash technology and the open source PushButton Engine. PushButton Engine is a framework that's designed for creating a new generation of games for Flash. PushButton Engine not only makes it easy to build great games, but it also allows the development of new functionality and components to improve the world of gaming for everyone thanks to its open source nature.

As part of an Adobe Youth Voices public service announcement project, students in Robin Lambert's and Patty Smith's classes explored a variety of topics important to them and produced over 20 PSAs on stereotypes, depression, gangs, the environment, and other subjects.

Nate Beck from Universal Mind takes you through the basics of game development on the Flash Platform. From setting up development environments to the basics of game development using the open source PushButton game engine.

More than two million teenage girls have explored the virtual world of Spark City--shopping in its malls, interacting with other members, and participating in a futuristic economy. The game was created using Adobe Flash CS4 Professional, Dreamweaver CS4, Illustrator CS4, Photoshop CS4 Extended, and Adobe Premiere Pro CS4.

Agency Republic's Killzone 2 Webgame draws gamers into the world of multi-player shooter games with a teaser campaign of surprise "attacks" while surfing the Internet. The online game was created using several Creative Suite 4 Master Collection components, including After Effects CS4.

Get an overview of the latest developments in the Flash Platform relevant to casual and social gaming. You will get a firsthand look at some fun and innovative games from top publishers as well as insight into how these games were made.

Colin Smith shows you how to create a plastic, squishy text effect. This is similar to what you may see on a video game box. These types of effects are a lot of fun to play around with and will stretch your creativity.